[NUCarnival] Fanciful Capriccio “Illusion Overture-01” Battle Guide

[NUCarnival] Fanciful Capriccio "Illusion Overture-01" Battle Guide High Difficulty Stages

This is the battle guide for the high-difficulty stage “Phantom Dream Overture 01” in the “Dream’s Caprice” event of NU Carnival.

Stage Strategy

NU Carnival【Dream's Caprice】Phantom Dream Overture-01 'The Mischievous Children’s Dream' Battle Information

Party Setup

TauntNot necessary
Defense BreakNot necessary
Recommended CDCD6 is fine
Place a healer in the third position
It’s recommended to synchronize the CDs of positions 1 & 2 and 4 & 5

Generally, positions “1 & 2” or “4 & 5” will attack together.
Thus, by synchronizing the CDs of “1 & 2” and “4 & 5”, you can unleash the ultimate skill at the same time, making the battle easier.

Example: If both characters in positions “1 & 2” have CD3 and both characters in positions “4 & 5” have CD4, etc.

Recommended: Place ‘non-light attributes’ in positions 1 & 2 and ‘water attributes’ in positions 4 & 5
  • Positions 1 & 2 will be attacked by “dark attribute enemies”
  • Positions 4 & 5 will be attacked by “fire attribute enemies”

If you’re concerned about low HP, it’s best to avoid placing “light attributes” in positions 1 & 2 and “wood attributes” in positions 4 & 5, as these are disadvantageous attributes.

Note: Taunt Skill

If you use Taunt in the turn right before the gimmicks (4n+3T and 5n+4T), you will not be able to process the gimmick that involves “defending to avoid paralysis”, and you will end up being paralyzed. So, if you include characters with Taunt, make sure to pay attention to the timing of using the Taunt skill.

  • Example:
  • Turn 8: The Guardian in position 5 uses Taunt
  • Turn 9 action: Defense in positions 4 & 5 (however, the “paralysis immunity” that should have been applied to position 4 will not be applied…)
  • Turn 9 enemy action: Position 4 gets paralyzed, but position 5 does not

Strategy Points

AUTO StrategyNot allowed
Ultimate Skill UsageNo need to hold off. Use as soon as it’s ready.
If you cannot reduce the HP of both enemies to 1% at the same time (in the same turn), forced defeat will occur
The gimmick ‘when attacking, deal damage to allies’
  • When character 1 attacks → damages characters 4 and 5
  • When character 2 attacks → damages characters 4 and 5
  • When character 4 attacks → damages characters 1 and 2
  • When character 5 attacks → damages characters 1 and 2

Therefore, ‘When characters 1 and 2 attack, defend characters 4 and 5’; ‘When characters 4 and 5 attack, defend characters 1 and 2’ is the recommended strategy for attacking.

Defend the ‘2 characters with more HP’ → Attack the ‘2 characters with less HP’ is recommended

Every turn, either ‘characters 1 and 2’ or ‘characters 4 and 5’ will attack, and the other group will defend.
Defending the two characters with more HP and assigning the characters with less HP to attack will create some breathing room for your HP, so this is recommended.

Example: If the HP bar of characters 1 and 2 is yellow, and the HP bar of characters 4 and 5 is green, defend characters 4 and 5 → characters 1 and 2 will attack, and so on.

Battle Guide

Battle Flow

Outside of gimmicks
  • Basically, the flow is as follows: “Defense → Attack → Heal” (due to the gimmick where attacking deals damage to allies)
  • “4th and 5th characters Defense → 1st and 2nd characters Attack → 3rd character Heal” or “1st and 2nd characters Defense → 4th and 5th characters Attack → 3rd character Heal
  • There is no need to save the ultimate skill. Feel free to use it right away.
  • STEP3
    The flow for finishing off when the enemy’s HP is near 1%:
    1. 1st (or 2nd) character attacks
    2. 4th (or 5th) character attacks
    3. Healer performs a heal (or ultimate skill)
    4. 2nd (or 1st) character attacks
    5. 5th (or 4th) character attacks
    • STEP1
      4n+3T: 1st and 2nd characters Defense → 4th and 5th characters Attack

      [3T, 7T, 11T, 15T, 19T, 23T, 27T, 31T, 35T, 39T, 43T…]

      • Auto-guard defense does not count, so be careful (Guardians and others should manually defend)
      • If no defense is performed: 1st and 2nd characters will receive 4 turns of paralysis
    • STEP2
      5n+4T: 4th and 5th characters Defense → 1st and 2nd characters Attack

      [4T, 9T, 14T, 19T, 24T, 29T, 33T, 37T, 41T, 45T, 49T…]

      • Blue turns are All characters 1st, 2nd, 4th, and 5th should defend (3rd character can attack freely)
      • Same gimmick as above
      • If no defense is performed: 4th and 5th characters will receive 4 turns of paralysis
    • STEP3
      The flow for finishing off when the enemy’s HP is near 1%:
      1. 1st (or 2nd) character attacks
      2. 4th (or 5th) character attacks
      3. Healer performs a heal (or ultimate skill)
      4. 2nd (or 1st) character attacks
      5. 5th (or 4th) character attacks
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